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Individual Report Project Four Student Name: Joshua Bayley Assessment Item No.: 4 Assessment Title: Documentation of 120CT homework tasks.
You are required to complete the following areas: Peripheral Devices: research on any three devices (see details in Peripheral Devices tutorial on 120CT module web) and prepare a page of information about each device (i.e. 500 words for each device), its historical development, its use and the technologies it employs. Assembly Language (see tasks given on 120CT module web)

SID: 5052369

Please note: your report should be supported with appropriate references using Coventry University Harvard Reference Style.

Peripheral Devices 1. Nintendo Wii Remote The Wii Remote was the main controller type designed by Nintendo for their console the Nintendo Wii back in November 2006. The original concept of the Wii console was initially introduced shortly after Nintendos previous console, the Nintendo GameCube, was released. One of Nintendos key game designers and now General Manager of Nintendo, Shigeru Miyamoto, stated in an interview that the idea was to have a unique gaming interface. He believed that power is not everything to a console, as there cannot be too many powerful consoles coexisting, comparing it to having only ferocious dinosaurs. They might fight and hasten their own extinction. (This interview was with BusinessWeek Tokyo correspondent Kenji Hall, quote from Shigeru Miyamoto November 2006) Production began in 2003, 2 years after the concept, and by 2005, a controller was designed. Nintendo initially planned to reveal the Wii and its controller at the Electronic Entertainment Expo (E3), thought before E3 the console was under the codename revolution. However, according to Miyamoto, there was still troubleshooting to do, so they only revealed the console itself. (This interview was with BusinessWeek Tokyo correspondent Kenji Hall, quote from Shigeru Miyamoto November 2006). The controller was then revealed during 2005 September Tokyo Game Show. Instead of the typically controller handset that most consoles had, the Wii was more designed like a TV remote with fewer buttons. It used short ranged Bluetooth radio which made it have a wireless connection with its console. While the Bluetooth signal had a range of 10 meters, if it needed to work with its sensor bar, it would need to be within 5 meters. The sensor bar was placed either on top or just below the television the console was connected to. This connected to the Wii remote via an infrared signal. The Sensor Bar gave an infrared signal which was picked up by a sensor on top of the Wii remote. It was designed to be a motion controller that could be held in multiple ways. 3 examples are in one hand, sideways or pointing at the screen. As had a symmetrical design, allowing players to choose hold it in either hand, depending if they are left or right handed. One of the Wii Remotes main functionalities was its motion controls and pointing capabilities. The sensor bar uses an ADXL330 accelerator which allowed it to detect the Wii remotes acceleration and movement on 3 axes. It also had PixelArt optical sensor technology so the controller can be used to point at the screen and determine where about on the screen the controller is being pointed at. The sensor bar had 10 IR LEDs, the 2 most outer pointing slightly outwards, he 2 closest to the middle slightly inwards, and the rest straight forward. This was to give it as much sensing range as possible, making it easier for multiple people to play as there is more room that the sensor bar works in. It also had basic rumble functionality and an in built speaker, used for

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Version 1 gameplay (for example, in Legend of Zelda Twilight Princess, the sound of an arrow fired goes from the Wii remote to the TV, giving the illusion that the arrow is travelling further away). It could connect a few types of extensions on a port that Nintendo included on the bottom of the controller. This included the Wii motion plus, which is an add-on designed to improve the motion sensing capabilities using a tuning fork gyroscope (though Wii remotes got introduced featuring built in motion plus). Another add on was the Nunchuck, a second motion sensing controller to be connected wired to the Wii Remote, going into the opposite hand that holds the Wii remote. As it is Bluetooth, various 3 party developers have been coming up with ways to use the Wii Remote, some of which by connecting it to the PC via the Bluetooth. Programmer Jonny Chung Lee has utilized the Wii Remote for various things as displayed on his website (http://johnnylee.net/projects/wii/). This included tracking fingers and low-cost multipoint interactive whiteboards. 2. Wacom Bamboo Pen and Touch Graphics Tablet The Wacom Bamboo is a range of graphics tablets that connects to a PC for uses such as digital art and graphic design. There are 4 models available for the Americas and 6 models in total, 2 of which are discontinued models and are no longer in production. Each of these has unique features such as multi-touch, amount of control buttons, size and active area. The MTE-450 and CTF-430 models are no longer in production. Out of all the tablets left in production, 2 have multi-touch and 4 control buttons. The main differences are the physical dimensions and active surface area (also the cost) so anyone wanted to buy a graphics tablet can pick the one most suitable for their needs and finances. All of these tablets come with a pen which works with that model, pens from other models tend not to function with models they are not designed to work with. The pen uses Electromagnetic Resonance (EMR) technology. This is the same technology that Wacoms Intuos product line. EMR is a form of radiant energy where the electromagnetic wave has both electronic and magnetic properties, which oscillate in a fixed perpendicular wave. This is used to power the pen by using the EMR. It has an accuracy of 0.02 in. Some of these tablets use multi-touch screens. These are a variant of touch screens that unlike normal touchscreens, they can register and use multiple touch inputs at the same time, where-as touch screens can only register one touch input at a time. Other examples that use multi-touch technology are modern day smartphones. Multi-touch uses commonly known gestures that are used with most devices that implement the technology, for example, pinch to zoom in and out. Development started in the 1980s. I used frosted glass with a camera behind it, so when the user touched the glass, the white background would have black spots, registering that as an input. Pierre Wellner published a paper in 1991 on his Digital Desk, a multi-touch device which supported multi finger touch and pinching motions for the first time. Multi-touch became a part of mainstream technology when Apple implemented it into their iPhone, which gained huge popularity. All the tablets have an aspect ratio of 16:10 (except the CTF-430, which has an aspect ratio of 4:3). This shows the relation of the size of the size of the tablet itself. The CTF-430 uses an aspect ratio commonly used th with 20 century computer monitors, whereas the rest use 16:10, an aspect ratio commonly used in widescreen computer displays. This is pressingly so that the screen ratio is the same as the monitor, so that it can be as accurate as possible. 3. Razer Orbweaver The Razer Orbweaver is a gaming keypad. It is designed so that a player can use one hand to play various types of games by using the small mechanical keyboard with a thumb pad to be used for either movement in game (which is usually controlled by a mouse for example). All of this is programmable and uses software also developed by Razer, Razer Synapse 2.0, to configure the Orbweaver as they would like it, which makes it so a user can make their own unique setup suited for their own needs. The device itself is also adjustable to fit the users hand more comfortably. The Orbweaver has 20 fully programmable mechanical keys. They are optimised so they operate as fast as they possibly can to reduce any possible delay while someone is playing a game, useful for a fast passed game such as a First Person Shooter. Razers website mention each key has an optimised actuation force of 50g and a reduced actuation distance of 2mm. (http://www.razerzone.com/gb-en/gaming-keyboardskeypads/razer-orbweaver/) This makes it so that the mechanical key will register being pressed very quickly, and does not require much force to press it. This is most likely a mechanical-switch keyboard, which has a
rd

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Version 1 complete switch under each key. Each switch contains the base, a spring and a stem. As these parts can have different shapes, the actuation and travel times can vary. As mentioned, the keys are programmable, and are configured using Razer Synapse 2.0. This is software that uses cloud computing to configure most razor device fir a specific user. As its on a cloud based system, that user can edit them and load them from anywhere on the planet as long as they have an internet connection, so if they use a new computer, they can load the settings they have instead of having to re-program it each time. It also allows inter-device communication, so that difference peripherals can work together through the software (for example, a button on a keyboard turning down the sensitivity of a mouse). It is free software for Windows and Mac users. The 8 way-directional thumb pad is also programmable using the same software. The thumb pad itself has been used widely in the video game industry, appearing on many game consoles controllers. Unlike an analog stick which is featured on most modern day controllers; it is still limited to 8 directions, more like a directional pad. Hand, thumb and palm rest modules on the Orbweaver are all adjustable. It slides back and forth but is not completely detachable. This is so that it has a wide range of adjustability to make it as comfortable to use as possible, reducing possibility of aches and fatigue in the wrist for long sessions of use. Assembly Language 1. What does the following program do? Add comments to show what it is doing and (in some cases) why. You will find the attached chart helpful to write your comments. What exactly ends up in SORTED? As a clue, the 7-bit ASCII table is printed here; look at the relationship between upper and lower case letters.
Opcode ORG LDA ADDA BGE SUBA LDB ADDB BGE SUBB STB SUBA BMI LDA BRA LDA STA SWI FCB FCB RMB RMB END Operand $1000 CHAR1 #%00100000 LABEL1 #%00100000 CHAR2 #%00100000 LABEL2 #%00100000 TEMP TEMP LABEL3 CHAR2 FINISH CHAR1 SORTED g H 1 1 Comments Ste initial starting point to the program to 1000(hex) Load AccA with the value of location CHAR1, which is g, which has ASCII value of 01100111 Add 00100000 to the AccA, which makes it 10000111, which has no ASCII value AccA is negative, therefore it will not branch Subtract 00100000 from AccA, which makes it 01100111 Load AccB with the value of location CHAR2, which is H, which has ASCII value of 01001000 Add 00100000 to the AccB, which makes it 01101000, which is h AccB is positive, so we branch This would subtract from AccB if it was negative. Value of AccB would be stored into TEMP, which in this case is h Subtract TEMP from AccA, which in this case is 100011111 Branch if negative, which in this case it is Load AccA with the value of location of CHAR2 Branch to FINISH Load AccA with the value of location of CHAR1 Store AccA to SORTED This stops the program running and returns to the OS that ran it This sets the value of CHAR1 This sets the value of CHAR2 Reverse a memory byte called TEMP Reverse a memory byte called SORTED This ends the code

Label 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22

LABEL1

LABEL2

LABEL3 FINISH CHAR1 CHAR2 TEMP SORTED

This code is designed to change upper case letters to lower case. This is shown as nothing happens to g but when H is involved with AccB, the value is then altered to make it h, converting it to lower case. 2. If you could introduce the instruction :ORA - or the contents of accumulator A with the value specified you could make the program much simpler. How? ORA could be used to store the value of AccA so it can be compared to AccB and then alternated. This will make the code simpler as there is no need to use the TEMP value.

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